void MainWindow_SkeletonChangedDepth(object sender, SkeletonEventArgs e)
{
if (!drawingDepthSkeleton)
{
drawingDepthSkeleton = true;
DepthImageCanvas.Children.Clear();
for (int i = 0; i < e.skeletons.Length; i++)
{
RenderSkeletonOnDepth(e.skeletons[i], AutoPickSkeletonRenderColor(i), e.kinectID);
}
}
}